Human Factors Issues in Virtual Environments: A Review of the Literature Stanney, Mourant, Kennedy Summarized by Geb Thomas.

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Presentation transcript:

Human Factors Issues in Virtual Environments: A Review of the Literature Stanney, Mourant, Kennedy Summarized by Geb Thomas

Shneiderman Analyses of VR user-interface issues may be too sober a process for those who are enjoying their silicon trips, but it may aid in choosing the appropriate applications and refining the technologies

Human Performance Efficiency in Virtual Worlds Build VE that minimize the learning required to operate within them, but maximize the information yield Trial and error because of non-system- specific guidelines (models would be even better) If it doesn’t work, the the pursuit of the technology may be fruitless

Performance Criteria Navigational Complexity –Possibly the most important issues Degree of Presence Benchmark tests

Fields Related to VE Navigation Mental maps Wayfinding Dead reckoning Spatial Orientation Time to Collision Geographical orientation Vestibular functions

Presence Generally thought that better presence will lead to better performance. Evaluated with questionnaires

Benchmark Tasks Ability to Move Ability to Manipulate and track virtual objects Locate virtual sounds Respond to kinesthetic force feedback Judge virtual distance Search for, recognize and estimate the size of virtual environments

Task Characteristics Some are naturally suited to VE –Data and Feature Analysis –Data visualization Stereo helps some tasks –Pick and place (but the jury is still out) Transfer of training for navigation Little direct evidence for interactivity and task performance Little direct evidence for immersion

User Characteristics Input (interpupillary distance) Throughput (cognitive style) Output (human performance) Differences in sense of presence and cybersickness Level of experience Technical aptitude Personality traits are not significant Age is significant (perceptual deficits?)

Constraints due to Visual Perception Limitations Anomolies in optical flow patterns Sensitivity to interpupilary distance Limited FOV FOV Overlap for stereo Binocular rivalry Diplopia

Multimodal Interaction Sensorial redundancy, such as visual auditory and tactical feedback can enhance performance Redundant inputs are common in communication Sensorial transposition is sometimes feasible

The problem of Metaphor Affordances -- goals naturally furnished by the environment Oren -- Every new technology goes through an initial incunabular stage where old forms continue to exist that may not be uniquely suited to the new medium. VR slider, map cubes, tow planes -- the new metaphors?

Health and Safety The Eyes: –emf –cataracts if the CRT produces x-rays –eyestrain from flicker, poor adjustment, glare –Visual aftereffect may endanger a viewer Macroscopic Effect Cybersickness